Nos37
Nos37
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@Raptorrotas said:
"We arent swf, we are just 4 random dudes lobby dodging till all four of us, who just randomly happen to be all on each of all our friendlists, are in the same lobby to get that additional buff. Please ignore that we're on discord too."
Did happen before, will happen again if they make boni for solo or penalties for swf.
Solo and swf are the same character ingame. The devs chose not to start splitting the survivor character into solo and swf, because for all those "differences" between the two, the devs literally have no way to fix the players' ######### attitude towards stranger teammates or tweaking third party voicecomms.
Then have systems in place to prevent excessive lobby dodging (a queue timeout that doesn't show up until after the 3rd dodge and stacks up minutes instead of hours like disconnect penalties do), and to remove the bonus if the same players are matched together repeatedly match after match (a very small few will get hit in the crossfire from coincidence).
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@Sonzaishinai said:
Isn't that just punishing people for having friends? Not every swf uses comms you know.
This kinda thing is going to promote lobby hopping and the matchmaking gets screwed by dodging enough as it is
The game has been punishing people for not having friends to play DbD with for SEVEN years...
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@1ettuce said:
Imo it wouldn't be crazy if downing yourself deactivated the perk instead of recovering, but it disabling corrupt I don't see much of a problem with because if you down yourself right in front of the killer they can just pick you up, it just forces you to commit to a chase after injuring someone while corrupt is up which I think is fine, dropping chases shouldn't be encouraged anyways
Okay, so don't play Myers or other killers that benefit from tagging a survivor and letting them go early on to get more stalk or infection or gen patrols or trap setup. 👍️
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@CatnipLove said:
It shouldn't have the ability to nullify Corrupt, so that should be changed. I hope it keeps it's ability to deny certain interactions, like avoiding Eruption from activating. It adds some fun depth to a perk that will likely become pretty niche after the novelty wears off.
They could change Corrupt Intervention to only become disabled early if the killer hooks a survivor before the perk duration expires.
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@GannTM said:
A survivor has to risk taking a perk that makes them broken the whole match just to maybe counter corrupt intervention which they may or may not have. Can we please not nerf fun perks just because they have niche counters against the meta on the opposite side? Deerstalker is a mega counter to PT yet I haven’t heard one person ask for a nerf to this perk.
Deerstalker doesn't work if the killer leaves a survivor on the ground and the dude with Plot Twist just goes down on top of the dying survivor to hide their own aura / player model inside them.
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Those two perks can also negate exposed or 1-hit powers.
Edit: misspelled also
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"Just leave and chase someone else"
This was the same defense survivors used for actual infinites when the game first came out.
When survivors got basekit endurance coming off the hook, killers simply counted to 10 and then swung, so the devs increased the duration of the endurance.
Survivors can do the same thing with window-blockers. Go somewhere else and then come back when the first window has re-opened. The devs should increase how long windows are blocked for.
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This could work. Thanks for chiming in.
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@johnlikesguns2 said:
Honestly if you care about survs tbagging idk what to say. Quit this game. Clearly you aren't having fun and you just get mad at survs so might be healthier doing that.
Honestly if you care about community members whining idk what to say. Quit checking the forums. Clearly you aren't okay with others submitting their complaints and you just tell members what to do so might be healthier doing that.
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"what did I do to deserve the god awful, heart wrenching, life threatening t-bags"
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You chose the killer role and selected Find a Match. That's your problem right there...
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9 out of 11 matches
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This has happened in 8 out of the 10 matches I have played tonight.
I'm on Xbox One. Load screens take forever. I HATE sitting through them twice for no reason
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I got two hooks at the start against survivors who didn't use any invitation abilities.
The 3rd survivor I found and chased used stupid hacks time after time after time and was never hooked.
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Why does there have to be a big debate? Why do the devs need to spend time discussing wheter it should be visible or hidden?
Just make it OPTIONAL, like the OP asked for. Then those who want it have it, and those who want to hide it can turn it off.
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I hate that I have to wait for the survivor I'm chasing to finish vaulting before I can start vaulting while I'm intangible. Cocky survivors slow vault on purplose just to be jerks about it.
It's far worse when I spam the vault button but a second survivor gets to cut in line and vault, making me wait even longer.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438440#Comment_3438440
Not bad idea but you can't tunnel gens remember literally the definion of tunneling got nothing to do with gens. The word you're looking is gen rushing. That is problem but not as big as tunneling which happens nesrly every game but both should be solved. Just repairing gens is not gen rushing but using perks, toolboxes and swf to coordinate and make them faster is. But problem also is right now gen repair times are too short they should increase them to 100s and nerf toolboxes and Bnb. On big maps gen could be increased to even 110s.
I'm comparing "tunneling" a survivor (repeatedly chasing, downing, and hooking one survivor until they have been removed from the match) to "tunneling" a generator (continuously working on a gen from start to finish). What's so hard to understand?
If gens could come onto the forums and post, there would be an equal amount, if not more posts complaining about being tunneled by survivors as there are posts of survivors complaining about killers tunneling.
You're saying "gen rushing" is bringing perks, items, and addons to speed up gens. I don't think that's comparable to "tunneling." It's comparable to bringing strong killers, perks, and addons to get quick downs or snowballs.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437741#Comment_3437741
"tunneling gens"
Dude is coimparing a gameplay exploit to doing the objective.
Killing survivors is not an exploit; it is the killer's objective.
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Fine. Keep the addon.
Just remove map offering's ability to guarantee an indoor map.
Burning a map offering means you WON'T go to a specific realm instead.
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"lmao gg ez" <--- From the person playing a "pretty weak killer"
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@Murgleïs said:
It is time to get good instead of complaining about a D tier killer.
Trapper's worse.
Should the devs give him an addon that lets him glide across the map at 400% speed?
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I think that hooks should not come back on their own. The killer should manage resources just like survivors have to conserve pallets (less so on some maps... 😒cough The Game cough).
This is why I suggested some time investment from the killer.
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Old Ruin's gen regression from missing Greats was not changed because of its values. It was changed because it heavily punished newer players who struggled with skillchecks and console players cannot land greats as easily as PC can.
Yet, they kept the skill check in Decisive Strike?? Newer players needed the anti-tunnel the most, but are the most likely group of players to miss its skill check requirement.
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If basements are staying, can BeHaviour and Microsoft team up to disable Xbox players from receiving messages from players who are left to die in the basement?
Like, we saw Feng get hooked in the basement; well all know where it's at. So why is it that after a survivor got her out while the killer was busy chasing someone else, all 3 of you somehow ended up back in the basement?? The killer didn't even have Iron Grasp when he was carrying me... 🤷♂️
Them: "Why didn't you come try to rescue me?? You're bad at this game!!"
Me: "How many times do I have to learn this lesson?? No wonder people play in SWF. It's to avoid new players who haven't learned..."
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And now we have a new rummage perk coming.
Perks that show unopened chests should be changed to show chests in any state.
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@Cyn0_0 said:
Are we sure the drone wasnt activated manually by drone merchant to keep an eye on the hex? Not sure if that can be determined from survivors perspective, but that would be my first guess before thinking it's a hitbox bug. I guess seeing if a huntress can hit you with a hatchet from the same position could determine hitbox placement for this interaction.
That's something that's easier for them to replicate than myself. I don't have friends who play and cannot test this is Kill Your Friends Mode.
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Then they could look at all the perk's escape rates instead.
If people aren't escaping with their perks then you can't call those perks sweaty; especially if they're looking at the top 25%
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but what about Territorial Imperative?? 😱
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Can't change my vote to rework, but rework.
Make it an exhaustion perk, and while equipped, wiggling free from the killer's grasp causes exhaustion.
Powerful, but limited.
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I think if all 4 survivors quit then the killer should be able to end the match early unpenalized.
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@Technature said:
Isn't that what I just said?
That lullaby only played while the Shape was stalking them. It did not have a radius centered around Shape that gave survivors warning of a coming EW3.
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They could also combine both approaches. Give the unsuspecting survivor their fair 25% of the "team's effort" or give the Shape a lullaby.
If the Shape reaches/passes 75% of Evil Within 2 (25% away from EW3) then he is given a lullaby with a large radius IF he stops stalking.
This way, if he stalks some survivor(s) to 99% and goes to find another survivor, that survivor will get a heads up, BUT, if he stalks to 74% and then finds another survivor, that survivor has 25% worth of stalking before they're exposed.
To compensate, Each survivor's pool of stalk slowly refills. (A survivor that is stalked dry can be stalked again later, but 1 unaware or devious survivor cannot infinitely feed Shape his stalk.)
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@Technature said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438717#Comment_3438717
They did. Michael could barely get ######### when they originally received the warning that they were about to be chased by someone with an instadown.
No, they played a little lullaby for the survivor who was being stalked. That was different.
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@Steakdabait said:
Yea, there's a few killers who actively punish you when your teammates play bad and they're all uniformly extremely frustrating to be on the receiving end of but the game is at the end of the day a 1v4 and can't be balanced solely around the 1v1
Yet, they allow survivors to 1v1 the killer in very long chases all day. No balance for that aspect.
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Here's an alternative: give him a lullaby with a radius that grows based on how close to Evil Within 3 he is (no lullaby at the start of EW2, large radius at 99% EW2).
He has a large terror radius during Evil Within 3, so that others know he's coming and can have time to avoid the 1-shot down, but not the first survivor. Comes out of nowhere.
Giving him a lullaby that can't be suppressed gives that survivor fair warning.
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(This would mean that perk/item/addon slots would have to be locked when selecting Find a Match, and remain locked in the lobby. Survivor choice would also have to be locked to prevent them from changing characters and thusly their build.)
Which, at that point, is it worth having a lobby if no one can make changes?
They could only spend Bloodpoints and decide whether or not to dodge based on ping or appearances.
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Maybe she can't teleport if survivors are looking at the painting, but doing so makes them Oblivious and removes skillcheck audio warnings?
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They should just change map offerings to work like this. Tremendously reduce the chances of going to the selected realm. This removes the "scuminess" of survivors sending killers to bad maps, stealth killers sending survivors to indoor maps, or killers with terror radius builds sending survivors to maps like The Game or Midwich.
PLUS, it would mean that ALL FIVE players can have their map offering work, instead of choosing just 1 at random.
But, players have spent years stockpiling map offerings for increased odds, not decreased odds. The devs would have to remove all map offerings from player's inventories, give them a special currency as a refund, and then create a special bloodweb for players to open and spend the currency on to stockpile the map offerings they want.
That, or the devs could add up all the map offerings each player owns and divide them equally across all realms. (Maybe weighted so that newly introduced realms like Borgo have reduced number.)
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@solarjin1 said:
It feel like every time a buff happen the other side say "what about Meeeeeeeeeeeee". I definitely get hit from some crazy BS angles before but it not that common in my opinion.
Not "What about me?"
More along the lines of "Oh. They can do on-the-fly band-aids now, instead of killswitching? Here are some other things that could use that approach."
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@sizzlingmario4 said:
I just want them to fix his reveal mechanic.
*Looks directly at Ghostface to try and reveal him, and he's in the middle of the screen*
Nothing happens.
*Looks away from Ghostface to try to hide from him, but he's in the corner of your screen*
The reveal starts, telling Ghostface which direction to look for you.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437741#Comment_3437741
You can meet the win condition as killer without tunneling, but you cant as a surv without completing gens. That's just a very bad take.
You've got the analogy wrong. Using your interpretation, I could easily argue that killers cannot win without killing survivors.
It is possible for survivors to repair all 5 gens even if one survivor is not on the gen from start to finish. (They start the repairs and someone else finishes it).
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Imagine that while 3 or 4 survivors are alive, the killer is barred from ever hooking the same survivor twice in a row, and that the basekit Unbreakable prevents prolonged slugging.
Now imagine that while 3 or 4 survivors are alive, ONE survivor cannot get a single gen to 100%. It stops at 50% and another survivor needs to come and finish the other half. Two survivors working a gen together could 100% repair it.
They could even add a special item that survivors can hunt down and take to a gen to actually solo it the full 100%. Maybe even re-work the Brand New Part addon to let the survivor repair 1 gen all the way to 100% solo without having to go hunt for a Part.
The survivors get to play longer because they aren't being tunneled. The game lasts longer because the gens aren't flying.
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The biggest complication is regression. If a survivor gets a gen to 50% and leaves, the killer kicks the gen and leaves, and a different survivor hops on at 40% to add their 50%, is the gen stuck at 90% until the first survivor returns (or a third survivor shows up) to finish the last 10%?
Maybe the solution is to make 50% a checkpoint. Generators repaired to 50% cannot regress below 50% just like completed gens cannot be regressed, currently.
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@Ayodam said:
How do you know they’re ‘impossible’ if you can’t see them from the survivor’s angle?
because I should not be blinded by a survivor shining that ######### at the back of my head
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and survivors have been able to work on gens from 0% to 100% for 7 years.
I don't like being tunneled, but you can't stop killers from tunneling survivors without stopping survivors from tunneling gens.
Otherwise it would just be a hook-each-survivor-once-and-watch-them-teabag-in-exits simulator and that will surely kill the game.
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Oh, but the new perks Made for This and Scavenger being broken are fine...
Got it
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@Caiman said:
I'm optimistic about finally breaching into the genre of sci-fi horror and End Transmission looks like a strong start. The Singularity looks great, I like the design a lot, I hope their power is good -- though so far it sounds like a strange mishmash of Plague and Demogorgon. I need to learn more about how its power works before I can make any judgments on how well they play.
The new survivor also looks cool. I think the glowy gadget on Gabriel's chest is goofy but I can look past that. If he has good perks I'll gladly pick him up.
The map looks great, but I'm very concerned about its playability. BHVR has been emphasizing map aesthetics over map fun for the past year or two. Looks great but plays like ass. Hopefully this will be an exception because a hostile alien jungle sounds really cool to me.
All in all this chapter feels like everything Tools of Torment should have been. I'm even excited over the Tome it will receive because I'm hoping it will give us a lot of sci-fi themed cosmetics for other characters.
I'm also optimistic about moving into sci-fi, but the Singulariy looks like if Chappie identified as a praying mantis.
I was hoping for a terminator, and wouldn't even mind seeing something like T.A.R.S... but, at least it's not Springtrap.
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@Gandor said:
That would be broken. Same as survivor having some (conditional) ability to create window. Same discussions were made about creating/breaking unused pallets. Such perks would just be way too much.
Plus, it could only happen 5x max (and that means all the gens are done), and would require the survivors to make the mistake of looping a window 3x instead of only twice before leaving the tile.
Survivors would have to choose: leave the tile? Or milk 1 more loop and make the tile unsafe for everyone else for the remainder of the match?
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I'm sure the same thing would've been said if perks like Bamboozle and Coup de Grace didn't exist and I were to suggest their effects. 🤷♂️
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435562#Comment_3435562
You can use empathy instead, I'd personally want to keep empathics aura reading when in chase. I understand the frustration but it's one of the only perks I can save players being tunneled (on death hook), if they run through me while I have hooks spare absoloutley they should.
Don't let some bad players ruin the perk for you. you could always use wiretap to reveal the gen you are working on instead and also see where the killer is
Empathy shows me their aura, meaning I have to leave the gen, hunt them down, heal them up, and then run back to the gen; and then there's a chance they don't even follow me back for Prove Thyself value.
Running Empathy should be enough to go to the death-hook survivor and bodyblock for them or take aggro. They could even buff Empathy to show you the auras of all injured AND death-hook survivors.
Just stop griefers.
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Just had this happen again.
I used Empathic Connection, For the People, Resilience, and Prove Thyself in hopes of an injured survivor (outside of chase) coming to my gen for aid, me using FTP on them, and then both of us slamming the gen with my Resilience and Prove Thyself buffs.
Nope. Instead, I had to spend ~40 seconds trying to convince the death-hook Mikaela to come out the basement locker so I could heal her with For The People.
Then, when all the gens are done, the injured Rebecca (who hasn't been hooked yet), kites the killer straight to me (even though I'm injured, meaning no For the People insta-heal, and have been hooked once before). If not for the Feng risking her life, I would've died and Rebecca would've gotten away Scott-free.
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Do not show my aura to injured survivors while they are being chased. Please!
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Hope Trapper gets a few balance / quality of life changes when they release his new skin/mori
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@not_Queef said:
What I want to know is, if all the survivors DC, does the killer have to complete the game against four bots.
Because that would be pretty funny.
Funny, but fair.
Some killers would argue that they don't want to play against four bots because there is no actual human to witness their skill and prowess so what's the point; just end the match.
Some killers have been complaining for years of being robbed of adepts, achievements, and challenges because of survivors disconnecting before the match can play out fully.
The only way for BeHaviour to please both groups would to be to add an option to end the match early, unpenalized, if all the humans have quit.